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Harakani's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber. Pathfinder Society Member. 416 posts (6,639 including aliases). No reviews. No lists. No wishlists. 64 aliases.


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That's awesome!
I had thought Iobarian problem was plagues. Forgive me for not knowing off hand, but have the centaurs been immune?
Is the plan to run three kingmaker groups "against" each other? If so I think keeping the games synched will be your biggest problem. Possibly just state a kingdom turn per month or something?


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I love that movie. I'd be interested in it.


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Peter Avoir wrote:
Spooky GM wrote:
... because I'm not missing Gotham and Sleepy Hollow.

Wise choice..

All done here. Peter came together well. I like the scarred on the inside friendly on the outside vibe.

I hope you do not mind my making him a member of the city watch/militia. I expect everyone in this town contributes somehow. It is a rather focused place.

I hope not too... because I did the same thing!


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Thanks Spooky.
I've thought about this a lot and I have decided you're right. It seems like a good character concept for a live-action tabletop or a late game WotR.

That said, I would love to get in on this game. I hope you're okay if I submit another character.


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Wow... I'll never get to play this unless its published in an official pathfinder book, and this makes me sad because this class is so damn good.


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RE Religion
I've got Lost Kingdoms, which goes into a bit of detail. Mainly it brings up that the Sarkorians were really pantheistic. They worshipped not just gods and demigods but even local spirits and flat out made-up things. Explicitly way more than hundred gods in their pantheon.
They had huge levels of detail on who they thought was sired by who. Often wrong.
Summoners (God Callers) seem to have thought they were able to enflesh one of the gods.
Deskari got as much influence as it did in the first invasion by just looking like another Sarkorian god (albeit a popular one) until too late.

RE Sarkoris
I'm not expecting we'll be going into Sarkoris any time soon, but a lot of the people in the crusade are Kellids of Sarkorian extraction (as per player's guide).
The player's guide seems to suggest that there'll be opportunities to help redeem people or things... I'm imagining at least some of these would be Kellids or some sort of 'corrupted' monster (that could have been a lesser demigod).
This is a PC whose goal is to redeem Sarkoris. That gives him a reason to care about redeeming the things that were of Sarkoris.

Incidentally Champions of Corruption recently came out and had an explicitly evil Sarkorian Godcaller archetpye that is linked to Evil Outsiders. My reading is this is what happens to corrupted god callers. It is very clearly NOT what I'm looking at.

This is a strange concept. If you'd prefer not to have it I would understand.


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Hey Spooky,
I've got a concept I'd like to play. Sarkorian Godcaller who wants to redeem the Worldwound and his people's gods.
Mechanically it's a Summoner
Thematically it's a godcaller nursing the last remnant of his tribe's gods.
As he gains in power so too does his tribe's god.
This does play with the idea that all the Sarkorian gods were corrupted (this would be the last uncorrupted one) and that extant other gods could be uncorrupted.
Not really a divine caster, so is this okay?

Also, I'm tempted to represent the link between him and his gods by making him a Tiefling, but if I did this I'd like him to morph Assimir over time. I am concerned this is going too far, though. Perhaps simply going human is a better way to play this?


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Are there restrictions on the WBL spend? Often GMs rule you can't spend more than 25% on a particular item.


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Maybe look at things like the armoured kilt that give an AC bonus but upgrade the 'level' of the armour by 1.
Are there special materials like mithril and adamantine?
If this is in the transition phase (even early) perhaps there is non-bronze armour and weaponry, but iron is a special (and rare) material. If you don't have adamantine you could even just sub in adamantine stats for iron.


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Horrid thought: Summon spells don't require the bestiary, do they? I figure that's an effect in the same way the "cold damage" of a Snowball spell wouldn't require the CRB.

It's an interesting rule. I think I like it. Certainly I've seen optimised characters cherry-picking rules from a hundred books pretty often. This lets you build a character around a particular book without allowing that.


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Goldmyr wrote:
After some consideration, I've decided to expand the starting allotment to four books. When I made this rule for my home games the average was one book for race, one book for class, and the third book to shore up advancement and theme with a prestige class or particular feats or spells. However, traits are getting in the way of the original goal because they are rather consolidated into only a few areas. So you get four books.

Yay! Thanks. Cleric is back on the table, then :)

CRB+ACG+APG+ISGods
what exactly:

CRB: Cleric, School Specialization (Conjuration), Augment Summoning
ACG: Evolved Summoned Monster
APG: Traits & Evolutions for Evovled Summone Monster
ISGods: The Outer God, Dark Tapestry Domain, Trait, Magic Items and perhaps eventually Feat


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I wanted to get Evolved Summoned Monster, but pretty much all the evolutions are in the APG.
I think this will need to be a Summoner.
Core+APG+ACG


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Hmmm - I'm looking at Core, ACG and Inner Sea Gods. I'm pretty sure that means I only have access to Religion Traits, and hence can take only one.
Does the extra trait just vanish?


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Okay, so I'm thinking a Cleric of the Dark Tapestry with an emphasis on summoning.
Someone who has always heard the whispering, and when the war came he gave into those whispers. One day there will be a price. Every day his sanity suffers... but terrible as the Outer Gods are they do not take his freedom. If he is careful, surely he can harness their power against the Diabolists of Cheliax.

This would be a CN character of a CN god, but still falling into the "lesser evil" camp I think. Anything to save Andoran. ANYTHING.


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4d6 ⇒ (4, 4, 4, 2) = 14 12
4d6 ⇒ (2, 3, 3, 1) = 9 8
4d6 ⇒ (5, 4, 4, 3) = 16 13
4d6 ⇒ (4, 5, 2, 3) = 14 12
4d6 ⇒ (4, 5, 6, 4) = 19 15
4d6 ⇒ (2, 6, 3, 2) = 13 11
Hey - me too


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Is the lack of plane shift indicative? Are spells like Gate, Summon, Create Demiplane etc also banned?


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That's true; but the thing I like about the concept is the idea that there are things that cannot enter the light. That inside every shadow, behind every mirror, there is another world where the monsters live. The Shadow Lord has the abilities to make that actually true at times.


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Alright, I love the sound of the game and I'm interested in a character... but I suspect the template would need to be 'tuned' a little.
@rednal: could you take a look and see if this might be a goer?

"Like all kids, I was afraid of the dark. I used to think there were things in it. Now I know there are things in it. Things waiting at the boundaries where the light becomes the dark, looking out at us. Or, rather, you."

HIGHLY summarised backstory:

Obviously I'll write it in full if this concept is a possibility. Just didn't want TOO much of a wall of text.
Wizard survived fight with a shadow creature (narrowly), retired and married a farmer. Her youngest (son) was a bit otherworldly. Her eldest (daughter) was not. Both were studying magic when she died.
Youngest son was always scared of the monsters in the dark, and demanded to sleep with the light on. Mother used to humor him, but Stepmother did not. Monsters came for him, started changing him.
Saved by the older sister, who was lost in the process.

Now the monsters work with him, but he's not fully changed. Desperately trying to be "good" and find clues as to where his sister is now.

Fetchling Young Shadow Lord/Arcanist(Occultist)
mechanics discussion:

I'd actually like to take a proto-shadow lord... something being turned into a shadow lord but not quite there
Why it needs to be tuned:
Shadow Lord is for Shadow Creatures. My belief is that a Fetchling is a Human with the Shadow template applied, but not sure.
Shadow Lord requires evil. Not sure why, but I'd like that to be the proto thing... Possibly change finishes the alignment might have changed.
Shadow Lord requires 5 HD. I think this is because some of the SLAs it has access to are terrifying at low levels. I'd like to suggest this be balanced by removing concious control of those powers until 'later' (higher level, when the change finishes, whatever you like).
breaking down the abilities;
See in Darkness Always on
Energy Resistance and Damage Reduction (Su) As needed for balance - can't give a level 1 character DR 10/Magic!
Incorporeal Step no concious control
Touch Attack: no concious control - an issue for touching people
Cloying Gloom Blast : no concious control. Manifests when scared
SLA At will—ray of sickeningSure - not likely to be used much and could cast the spell anyway
SLA shadow conjuration no concious control. Manifests when scared
SLA shadow step can turn it on, no control over where he ends up
SLA shadow walk can walk into shadow holding people's hands and use shadow walk, but probably SAFER to just walk the normal way (shadow conjuration opposes)
"A creature created with shadow conjuration or greater shadow conjuration that would normally have a celestial or fiendish template (such as a bear) instead gains the shadow creature template." Would like this to be true for ALL conjurations
Planar Thinning: Can use... but sometimes turns on when he doesn;t want it to, or if he's trying to use one of his other powers
Ability Scores: Dex +4, Cha +4.Yes
Skills: A shadow lord gains a +8 racial bonus on all Stealth checks.Yes

discussion:

Path: pick up slayer/rogue. Look at moving towards evolved monsters (Spell focus, augment summoning, etc...)
Why not just go Summoner? There's a lot of very flavourful spells that only Wizard-type casters get... also, concept kept drifting to this and trying to keep some distance. Do love the Eidolon, so am tempted as the secondary class...


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@DireMerc, there's a Hermean concept I've never been able to play: the near-genetic-perfect superman with a single 'flaw' (non perfect stat), desperately seeking to prove himself.
I'm not sure it's going to work in an all-Hermean game though.
What is the minimum attribute level, please?
Also: 16, so we haven't been tested for citizenship yet?


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My concept has bifurcated. I've been agonizing over choices, and it occurred to me it would be worth seeing if one branch or the other was preferable.
I've tried to summarize the core of the concept and mechanics, which means they're very brief.

Option 1: "Young Faust". This is Faust still young in his deal. He has just started to regret his deal for power, but not the power itself. Rather than outsiders, deal is with the Old Gods.
Mechanics: Occultist Arcanist. Feats SF(Conjuration), Augmented Summoning, then into Evolved summons.
Pro: Lots of summons, good choice of spells.
Con: LOTS of summons - it really is the best choice in pretty much every situation.

Option 2: "Old Faust". This is a Faust whose deal is really just a body swapping trick. Every 25 years or so he has traded bodies (and lives). He's been the villian in a thousand stories. He's had power. Was friends with Caromarc (through letters) for three bodies... always considered coming out to Caromarc and ending it all. Decided not to renew as his last body was failing, sent some evidence to Caromarc, but then panicked at the last minute. While weakened by the transference he's come to the funeral; in part to pay homage to his old - and only - friend, in part to check that the evidence (which is missing) does not show up. Or that it does, and he finally comes clean.
Mechanics: Spell Sage Wizard. In this case spell sage is representing some of his old power and previous lives. Probably look at Amateur Investigator, reflavoured for "previous experience" rather than "flashes of brilliance".
Pro: One amazing spell per day, awesome knowledge skills
Con: Novas in a single encounter, then just a knowledge guy (albeit an amazing knowledge guy)

I should probably also check; some of the roleplaying for this PC is going to be in internal voice (unless there's a group that would accept him... which I doubt!) - is this a problem?


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Out of curiousity, when you say Gothic Horror, are you attempting to keep Lovecraft-style elements out?

Does having run this game previously preclude an application?

I've got a sort of Faust/Dorian Grey image in mind using the new Spell Sage archetype... or possibly Arcanist... decisions, decisions....


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Sounds like they already have a group.
8 is young to start roleplaying. I know people who have done it, but you may need to keep things a little simpler. If they are using adventures/modules I suggest you look at those first. The Core rulebooks themselves are usually pretty tame, but adventures (like books) range in appropriateness and there are some that have adult concepts in them.

If you are looking for a product aimed at a younger audience paizo recently released the Beginner Box

If it is not Pathfinder (or D&D) they are playing please shout out and we can try to tell you what the game is like. "Spirit of the Century" is pretty safe for kids that age. "Werewolf: the Apocalypse" probably isn't.


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Hey,
I've been playing since I was 12 (28 years ago) and have kids of my own.

There is a huge spectrum of Roleplaying Games. Wikipedia will help a bit to sort them out. Roughly they are; Live Action, Tabletop and Computer.

Computer RPGs are games like Skyrim.

Live Action RPGs involve some component of "acting" the character (a bit like theatre-sports). These range from simply describing, through dressing up and eventually to "offer" larps where (safe) weapons are used to resolve combat.

Tabletops involve saying what a character would do, and sometimes moving representations or figures on a map or board. Dice and published rules are used to resolve the chance of an action's success.

I'm going to assume here that your son is getting into tabletops?

There are literally thousands of tabletop games. Pathfinder is one of them, published by Paizo (who run this site). Most tabletop games have a "core" rules and a series of additional books that expand on these rules. Pathfinder makes all its rules available online through something called the SRD.

Tabletop games require a group to play and in this way are a social activity. Often these are groups of friends, but there are several clubs. Most stores that sell games will be able to tell you where the clubs are in your area. Pathfinder is more organised than most, and there is a global pathfinder playing club called "Pathfinder Society".

There was a lot of bad press from certain conservative groups around roleplaying games a few decades ago, but this was unearned and has largely moved on to video games as they grow in popularity.

Was there something in specific you wanted to know? Are you looking to play yourself? How old is your son? Obviously good advice is different for a 9 year old and an 18 year old!


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Desidero: your style sounds similar to how I used to play shadowrun.

It does tend to be that permanent defensive magics are high level and/or very expensive.

There was a book called the Stronghold builder's guidebook that used to exist that has some simple non-magical ideas.
First; work out what you want to defend. Even with a castle there are probably areas they don't care about.
Many spells don't work through thin layers of lead.
Earth glide doesn't work through metal - any metal.
Inch thick walls of iron (relatively cheap spell) sandwiched between rock or wooden walls are a good way to do "standard construction". If an airtight seal (say clay) is used then you probably don't even need to worry about rust.
Traps can get around a lot of spells; triggers go up to true seeing, include sound and pressure.
The alarm spell is your friend. Even permanent it is only 2500gp+casting cost, prevents penetration by Tiny+ creatures, and has a password... it even has the option for a silent alarm. Most people in medieval times will live work and sleep within a mile of the same spot.
Flying creatures mean you have to treat the entire outer surface volume as perimeter. This is annoying, but gives an in-genre reason for important areas to be below the ground level. It also gives a good reason to "re-use" previously created subterranean stores.

More expensively...
Mage's private sanctum is awesome for stopping bugging.
Teleport Trap stops high level casters ignorning the entire thing.
At the top of the range is Create Demiplane so that should probably top out how much people are prepared to spend. For about 70K you can have a 4000 cubic foot area that is an extradimensional dead magic zone with a permanent portal to the real world. for twice that you can have 16000 cubic feet. Then all you have to worry about is permanent portal plane shifting, which I believe teleport trap will take care of.


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Presumably one could have a trap made that triggers on detect magic.


Tyrus' player here.

Seems like we're going to be without magical healing. I don't mind, but it does mean the World Weariness system might not show up that much.


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I agree that personality wise low int can be offset by high wis or cha.

High Cha: Better an okay plan now than a good plan too late. The simpler the plan, the less to go wrong.

In many ways Jack O'Neill fits this. Always asking Carter, Daniel or Teal'c what something is... but good at (simple) combat plans. Seems like you could do that, right down to buying excellent ranks in some weird knowledge skill (like O'Neill's astronomy - the only area where he is actually a knowledge expert).

There are human feats that give more skill points or bonuses to untrained skills.


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Oooh, Ashiel, that is clever. You'd need people who would spread out and not die though.

I'd been looking into Animate or Possess Object.
3d10+20 HP and, importantly, completely immune to positive energy.
You'd need some way of extending it, and passing it onto something that could then possess bodies for Possess Object.
This would actually make it possible to animate partial corpses, which is nice.
Probably give it an additional attack and grab.
Would also mean you'd have to completely destroy the body.


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I'm in! Well, interested, technically...

If you're in this for the long haul I have a Blood/death themed wizard character I've been interested in.


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First one to cause the zombie apocalypse wins?

Also, there's a question about whether it might be possible to get a mythic ascendant spell. Potentially that might just increase the area. That'd be ST discretion though.

I vaguely recall there was a power somewhere that meant if a target was under the effect of a spell of yours you could infect someone else.


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Let's see how a PC would do this.

The obvious answer is Cursed Earth.
At best cursed earth covers an area of 3.14 square miles.
Actually... forgive me here, but I'm going to use metric.
8.13 km2
The earth has a land surface area of 148940000 km2
Therefore if golarion and earth are similar, and circles could be optimally overlapped we'd be looking at 18319803 or more castings.

Now at 7 spells per day this would take about 7165 years
and cost (at 10000gp of onyx per casting) about 18 billion gps worth of powdered onyx.

But, let's say we build an item that can cast the spell an unlimited number of times per day.
roughly 1800*17*9+10000*50=275400+500000=775400gp. Creations cost is 623930 if you take hedge magician. Now there was a time 600+K gp seemed like a lot, but that was before we had a material component cost so high we had to start calculating whether the elemental plane of earth actually contained enough onyx to do this.

so 624K gp and you have a lovely zombieapocalypse... thing. A hat? Seems like a hat.

Casting time is 10 minutes. If we assume travel time is negligible then without sleep this whole thing is now doable in just 348 years.

With four of these (and some ruthless accomplices) and about 2.5 million gp you could do the whole thing in less than a century. That's about the wealth by level of 4 19th level PCs, so once you murder, loot and raise the other three members of your adventuring party you're in!

For those aspiring armegeddonizers who seek to do this at a slightly lower level I direct you to the Soul Trade. Even a commoners soul is worth about 100gp of material component, which means 20000 commoners souls and you're in! Possibly at the cost of rendering you zombieapocalypse hat into a sentient and very, very evil item.

While a century to do the world does sound like a lot, remember that with 4 of these you can do about 1800 square miles a day. About a 24 mile radius in a day - though there will be some very short gaps in that.
Guesstimating that means you could do everything north of the inner sea in about a year. Another year for everything south.

And you needn't stop at just one world. These beauties can be lent to madmen on other worlds as well!

If you can get enough people on side you may even be able to form a cult (cough whispering way), allowing for more items, so faster dispersal. Further, such a cult would allow you to use the oncoming 'wave' to strike at the clerics most likely to cause a problem, desecrate the graveyards, and spread rumours of the effect being undispellable.

Sadly this effect can be dispelled, and doesn't get round the consecration effect upon many graveyards.


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the David wrote:

I was wondering if any of you add race/class restrictions to your campaigns. I like the idea of a campaign where the only spellcasters are Summoners. (Because that's how magic works, you make a pact with an Eidolon who will grant you spells and control over his aspect.)

I'd also like to GM a campaign based solely on what the players come up with for their characters. This includes exotic races, classes, etc.

Those are both awesome ideas!


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When the kingdom building rules in Kingmaker came out I ran a game set in the beginning of creation. PCs were basically experiments in an Aboleth lab , where the Aboleth was trying to create better servants. Bought 'perfect' specimens there and started breeding them for thousands of years. Aboleth put things into motion and then basically went senile.
PCs started thinking that this was a slowly failing bunker in a post-apocalyptic world.

Only homerule was that as I was going to 20 and I wanted races to be important I 'doubled' all racial bonuses, but limited people to the core races + goblins.

Unexpected winner here was dwarves. +4 con, +4 wis, +4 on half their saves, weapon focus in dwarven weapons, 120ft darkvision, I changed defensive training to orcs (no giants) and had their kingdom in a war to the death with "mutants" (orcs) ... every dwarf was a spartan basically. They just kept coming until they were dead, and with +8 dodge AC (and medium + armour) a single dwarf was pretty much only hit by an orc on a 20. I was a bit disappointed when no-one played one, but then decided to set the game just after the fall of the dwarven kingdom to the orcs. The general feeling among the surviving races was that if the dwarfs couldn't stop them, no-one could.

It really emphasized how important race was, and I'd be very tempted to do it again.

Second homerule was to use a 10:1 level ratio (so for 1000 people 900 are level 1, 90 are level 2, 9 are level 3, 1(.9) are level 4, etc. PCs were exceptions. Worked fantastically up to about level 7. After that I had to rely on enemies with racial CR.


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http://www.d20pfsrd.com/magic/building-and-modifying-constructs wrote:


Hit Dice Modification: Hit Dice represent the overall strength and power of a construct. They affect a number of subsequent abilities, including hit points, saving throws, and base attacks. Determine the effects of a Hit Dice modification using the rules for adding creature Hit Dice on pages 290–291 of the Pathfinder Roleplaying Game Bestiary. Because a construct’s size is limited, a Hit Dice modification cannot increase its size. Therefore Hit Dice modification can never increase the base construct’s Hit Dice beyond 50% of its total HD. Some constructs have a defined cost for increasing Hit Dice. To calculate the cost per Hit Die of other constructs, divide the construct’s construction cost by its existing Hit Dice.


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snowball


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Bane88: have you seen Snowball?


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Hmmm - I have an idea for a Kobold Wizard with White and Black scales who reveres Nethys.
would use...

Creative Destruction (Su) wrote:
You have learned how to use destructive energy to empower yourself. When you cast an evocation spell that deals damage, you gain a number of temporary hit points equal to the total number of dice used to determine the damage caused by the spell. Temporary hit points gained from this discovery do not stack and disappear after 1 hour.

Probably a pterosaur and later pseduodragon familiar, though I could be tempted by a Dwarf Caiman or Bonded Quarterstaff.


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Great idea. People love them some Kobolds :)


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I'm interested in an ex-Golemworks tinkering wizard Spellslinger with a Junk Golem "friend".
That means taking Craft Construct... is that likely to be okay? I think he might be a bit crafting heavy.


If this order of necromancers is a thing I'm open to changing the edict.

My theory is that any necromancy is likely to be unpopular with citizens for some time to come. Yes, benefits may make up for that but you'd need to do the benefits.

'Mindless' undead will try to kill the living if uncontrolled. Negative Energy is [Evil]... is it evil? Good question. It certainly is inimical to life, however. It's easy to be evil with undead... you have to be on your guard constantly because at any given moment the easy way to increase necromantic power is to steal from someone; life, body, power, blood...

@Denat: Hope you feel better soon!


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Interestingly PCs interact unusually with Meritocracies.

If your PCs are reasonable level or have done some impressive things then when they enter a Meritocracy they, by definition, are "high class" (pardon the pun). That can lead to some interesting roleplaying opportunities. If you want it to be dark, perhaps look at a way it looks like a Utopia to the PCs, then they discover the 'dark side' and underclass?

What race(s) are in the meritocracy? What do they prize? How do they evaluate who has merit? The easiest way is to just pay more for better, and those with more money are better people.


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That's a great site! Well done!


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I've got an idea I'd like to try. Works as a Wizard/Magus, but even better as an Arcanist. How do you feel about ACG playtest classes?

Background:

Basic idea is a tiefling that was 'kept for study' while growing up by infernalist wizards researching ways to trap, bind, trick and compel outsiders. Picked up snippets of magic and finally escaped his cage, only to find that rather than the freedom he'd envisioned he had the eerie sense he had simply escaped into a larger cage.


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I'm having trouble with the character itself.

Cleric seems like it could work. Trouble is Channel energy; healing or undead killing is a bit too much. Makes me think a negative cleric could work better. Community and Undead both have limited healing. Undead actually seems to be coming up pretty good. I could see the Family being Urgathoan... but mostly Urgathoan around the Gluttony aspect.

I looked at Witch. Half orc allows scarred witch doctor, which seems interesting... dunno, seems a bit wierd.

Wizard actually fits surprisingly well. Thought about this one a bit. I think a Shapechange or possibly Life Necromancy could work well.

Thoughts?


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I've got a couple of ideas.

I've noticed the apocalypse shows often have a low-status group or location that actually does relatively well out of the apocalypse.

The Hobsons moved to New Greenleaf about forty years ago. Old Ausk Hobson, his cousins Davok and Tsarog, their wives and a mess of kids. They bought the old farm in the Dell, paid gold - a lot of gold - for it without complaint. Did it despite everyone knowing it was haunted. Well, if the dell had a bad reputation afore the Hobsons moved in its got a terrible one now.
Hobson farm barely scrapes by. Their kids are all dressed in poorly made things, and they mostly get by by hunting. Occasionally old Ausk comes into town to trade, but its rare. Still, when Ausk's son Karoug started that fire at the Hicksons Ausk coughed up the gold to pay for it with little complaint.
They don't mix with us, and we don't mix with them, and that's how we like it. Something funny about 'em - not just that they're foreign. They've got a weird look about them. Teeth too big, noses too small. There's those who say there's orc blood in the Hobsons, and I reckon they're right.
Local kids no better than to prowl around there, but there's chanting been heard in the nights, and howlin', and strange smells.

Mechanically he'd be a half-orc wizard or cleric (still thinking) with the trait Rich parents and then most of the money going mostly on teams out of Ultimate Campaign.

I recognize this would give a bunch of NPCs who would make excellent victims, and I'm okay with that. Keeping them safe would be the hard part. Mostly they'd stay in the base.


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Alright, I will bow out in favor of Bane88 and Grixus.
Looks like a great game - have fun guys.


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Is there some special way of hiding spellcasting?
I believe by RAW even a stilled silent component-less spell can be detected.


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@Bane88; that would be very effective with something like evocation blasting.


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@GM Rednal: Sweet!
@Bane88: You want to talk?


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GM Rednal wrote:
A gestalt Adept/Eldritch godling is actually one of my personal favorites among the characters I've made. XD Those classes can be a lot of fun when they're done right. They're easily adapted for multiple roles, too, which I highly support for this game - thus, Godlings are acceptable as class choices.

I'd looked at gestalting Mighty and Eldritch Godline, but this line

gestalting rules wrote:
Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class

Convinced me not to. Am I right that this would probably cover Lineage Domain and Divine Traits as well? Or would Divine Trait points just add up? Or would you get two separate 'lists' of Divine Traits?

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